Alerts and Warnings

Game Guide
Every HUD alert the game can raise - 56 definitions from AlertTable, joined with their localized name, cause and consequence. The trigger column shows the raw in-game condition expression.
AlertTypeCauseConsequenceTrigger condition
Heavy
ALERT_Heavy
CautionInventory is Overloaded.Movement speed is reduced.HasAffecter_Overloaded
Very Heavy
ALERT_VeryHeavy
CautionInventory is Severely OverloadedMovement speed is reduced a lot.HasAffecter_SevereOverloaded
Low HP
ALERT_LowHp
CautionHealth is low.Use healing items to restore health.StatRatioAbove_HealthTotal_20
&& StatRatioUnder_HealthTotal_40
Low Head HP
ALERT_LowHeadHp
CautionHead Health is low.If damage reduces health to 0 or below, the character will enter Near Death even if Torso Health remains, or die instantly if they have Near Death Aftereffect.StatRatioAbove_HealthHead_20
&& StatRatioUnder_HealthHead_40
Low Hunger
ALERT_Hungry
CautionHunger is low.
Need to eat something.
When the unit’s Hunger reaches 0, they will fall unconscious and become uncontrollable.
Prolonged starvation will lead to death.
HasAffecter_Hungry
Low Energy
ALERT_Exhausted
CautionThe unit is exhausted.
Need some rest.
When the unit’s Energy reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled.

TIP: During expedition, units will not automatically sleep even if Energy is low. Use the 'Rest Priority' action option if needed.
HasAffecter_Exhausted
High Stress
ALERT_Stressed
CautionStress is high.
Take care of Mood.
When Stress reaches its maximum, the unit enters a Mental Collapse state, causing negative effects, and Stress is reset to 0.
If Stress reaches the maximum again while in Mental Collapse state, the unit will die instantly.
Stress decreases when the unit’s Mood is above 0.

TIP: The longer the unit stays in a dungeon, the stronger the negative effects on Mood. If Mood is difficult to manage during expedition, it’s better to return to the settlement.
StatRatioAbove_Stress_40
&& StatRatioUnder_Stress_60
Low Mood
ALERT_LowMood
CautionThe unit’s Mood is low.When Mood is below 0, Stress increases in proportion to it.

TIP: In the Mood tab of the status you can check why the unit’s Mood is low.
StatAbove_Mood_-20
&& StatUnder_Mood_-10
Low Food Stock
ALERT_LowFood
CautionFood supplies in the settlement are low.Food will soon run out. Consider securing more.LowFood
Low Durability
ALERT_LowDurability
CautionEquipment durability is low.It may soon break, so be cautious.EquipDurabilityRatioUnder_Primary_20
|| EquipDurabilityRatioUnder_Secondary_20
|| EquipDurabilityRatioUnder_Head_20
|| EquipDurabilityRatioUnder_Body_20
|| EquipDurabilityRatioUnder_Accessory1_20
|| EquipDurabilityRatioUnder_Accessory2_20
Idle Unit
ALERT_Idle
CautionUnit has nothing to do.CurrentMap_Base
&&IsIdling
No Research Selected
ALERT_NoResearch
CautionNo research is currently in progress.Please select the next research topic.CurrentMap_Base
&&HasBuildingAbove_ResearchStation_1
&&NotResearching
&&HasRemainResearch
No Head Equipment
ALERT_NoHeadEquip
CautionNo head equipment is equipped.CurrentMap_Dungeon
&& EmptyEquipment_Head
No Body Equipment
ALERT_NoBodyEquip
CautionNo body equipment is equipped.CurrentMap_Dungeon
&& EmptyEquipment_Body
No Weapon Equipment
ALERT_NoWeaponEquip
CautionNo weapon is equipped.CurrentMap_Dungeon
&& EmptyEquipment_Primary
No Interactable Area
ALERT_BuildingInteractablePositionBlocked
CautionThe building currently has no interactable area. Tasks applied to this building cannot be performed.UnavailableToInteract
Severely Low HP
ALERT_SevereHp
WarningHealth is critically low.Use healing items to restore health.StatRatioAbove_HealthTotal_0
&& StatRatioUnder_HealthTotal_20
Severely Low Head HP
ALERT_SevereHeadHp
WarningHead Health is critically low.If Head Health drops to 0 or below, the unit will enter Near Death state or die, even if Torso Health remains.StatRatioAbove_HealthHead_0
&& StatRatioUnder_HealthHead_20
Very Low Hunger
ALERT_VeryHungry
WarningHunger is very low.
Need to eat something.
When the unit’s Hunger reaches 0, they will fall unconscious and become uncontrollable.
Prolonged starvation will lead to death.
StatRatioAbove_Hunger_0
&& StatRatioUnder_Hunger_20
Very Low Energy
ALERT_VeryExhausted
WarningThe unit is very exhausted.
Need some rest.
When the unit’s Energy reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled.

TIP: During expedition, units do not automatically sleep even if Energy is low. Use the 'Rest Priority' action option if needed.
StatRatioAbove_Energy_0
&& StatRatioBelow_Energy_20
Very High Stress
ALERT_VeryStressed
WarningStress is very high.When Stress reaches its maximum, the unit enters a Mental Collapse state, causing negative effects, and Stress is reset to 0.
If Stress reaches the maximum again while in Mental Collapse state, the unit will die instantly.
Stress decreases when the unit’s Mood is above 0.

TIP: The longer the unit stays in a dungeon, the stronger the negative effects on Mood. If Mood is difficult to manage during exploration, it’s better to return to the settlement.
StatRatioAbove_Stress_60
&& StatRatioUnder_Stress_100
Very Low Mood
ALERT_VeryLowMood
WarningThe unit’s Mood is very low.When Mood is below 0, Stress increases proportionally.

TIP: Check the Mood tab in the status window to see why the unit’s Mood is low.
StatAbove_Mood_-20
&& StatUnder_Mood_-10
Dying by Hunger
ALERT_DeadlyHungry
WarningHunger is severely low.
Need to eat something.
When the unit’s Hunger reaches zero, they will fall unconscious and become uncontrollable.
Prolonged starvation will lead to death.

If no action is taken, death will occur soon!!

TIP: The unit cannot feed itself. If another unit has food, you can feed it to this unit.
HasAffecter_SevereHungry
Dying by Damage
ALERT_DeadlyDamage
WarningThe unit has taken severe damage and is in a Near Death state.If no action is taken, death will occur soon!!

Another unit can rescue them using surgical tools or Black Serum.
HasAffecter_SevereDamage
No Edible food
ALERT_NoFood
WarningNo edible food exists for this unit.There is no food. Secure more supplies.

TIP: Different cooking methods affect Mood and Hunger recovery. If food is scarce, use recipes that restore more Hunger even with the same ingredients.
(HasAffecter_Hungry||HasAffecter_VeryHungry)
&&FailFindFood
No Ammo
ALERT_NoAmmo
WarningEquipped ammunition is low.Without ammunition, attacks cannot be performed.NeedAmmoWeapon
&& EmptyAmmo
Research Complete
ALERT_ResearchComplete
ResearchResearch has been completed.OnResearchCompleted
Someone awaits your decision.
ALERT_EventOccur
EventOnEventOccur
Impending Doom
ALERT_Tutorial_GameObjective
TutorialFirst-time trigger. Opens the handbook topic Impending Doom.EventFinished_Tutorial0
Camera Movement
ALERT_Tutorial_CameraMove
TutorialFirst-time trigger. Opens the handbook topic Camera Movement.EventFinished_Tutorial0
Camera Zoom
ALERT_Tutorial_CameraZoom
TutorialFirst-time trigger. Opens the handbook topic Camera Zoom.QuestFinish_Tuto1
Inventory
ALERT_Tutorial_InventoryManagement
TutorialFirst-time trigger. Opens the handbook topic Inventory.QuestFinish_Tuto6
Health
ALERT_Tutorial_Health
TutorialFirst-time trigger. Opens the handbook topic Health.QuestFinish_Tuto4
|| FirstStatRatioUnder_HealthTotal_89
Item Interaction
ALERT_Tutorial_InventoryItemInteraction
TutorialFirst-time trigger. Opens the handbook topic Item Interaction.FirstUI_EntityInventory
Tooltip
ALERT_Tutorial_Tooltip
TutorialFirst-time trigger. Opens the handbook topic Tooltip.FirstUI_EntityInventory
Skills
ALERT_Tutorial_SkillsAbility
TutorialFirst-time trigger. Opens the handbook topic Skills.FirstUI_EntitySkill
Unit Behavior Options
ALERT_Tutorial_UnitBehaviorOptions
TutorialFirst-time trigger. Opens the handbook topic Unit Behavior Options.QuestFinish_Main4
Game Speed
ALERT_Tutorial_GameSpeed
TutorialFirst-time trigger. Opens the handbook topic Game Speed.QuestFinish_Tuto10
Item Weight
ALERT_Tutorial_ItemWeight
TutorialFirst-time trigger. Opens the handbook topic Item Weight.FirstAffecter_Overloaded
Multi-Selection
ALERT_Tutorial_MultiSelect
TutorialFirst-time trigger. Opens the handbook topic Multi-Selection.QuestFinish_Tuto11
Inspect
ALERT_Tutorial_Inspect
TutorialFirst-time trigger. Opens the handbook topic Inspect.QuestFinish_Tuto12
Dungeon Portal
ALERT_Tutorial_DungeonPortal
TutorialFirst-time trigger. Opens the handbook topic Dungeon Portal.QuestFinish_Tuto14
Storage and Carrying Items
ALERT_Tutorial_Storage
TutorialFirst-time trigger. Opens the handbook topic Storage and Carrying Items.QuestFinish_Main5
Hunger
ALERT_Tutorial_Hunger
TutorialFirst-time trigger. Opens the handbook topic Hunger.FirstAffecter_Hungry
Energy
ALERT_Tutorial_EnergyStatus
TutorialFirst-time trigger. Opens the handbook topic Energy.FirstAffecter_Exhausted
Research
ALERT_Tutorial_Research
TutorialFirst-time trigger. Opens the handbook topic Research.QuestFinish_Main6
Level Up
ALERT_Tutorial_LevelUp
TutorialFirst-time trigger. Opens the handbook topic Level Up.QuestFinish_Main6
Mood
ALERT_Tutorial_MoodStatus
TutorialFirst-time trigger. Opens the handbook topic Mood.LevelAbove_2_1
Stress
ALERT_Tutorial_StressStatus
TutorialFirst-time trigger. Opens the handbook topic Stress.FirstAffecter_HightStressed
Consumption Policy
ALERT_Tutorial_ConsumptionPolicy
TutorialFirst-time trigger. Opens the handbook topic Consumption Policy.FirstAffecter_PlantRage
Room Type
ALERT_Tutorial_RoomType
TutorialFirst-time trigger. Opens the handbook topic Room Type.LevelAbove_2_1
Dismissing Units
ALERT_Tutorial_UnitFire
TutorialFirst-time trigger. Opens the handbook topic Dismissing Units.QuestFinish_Main2
Skill Reset
ALERT_Tutorial_SkillReset
TutorialFirst-time trigger. Opens the handbook topic Skill Reset.FirstUI_EntitySkill
Settlement Expansion
ALERT_Tutorial_GoddessTears
TutorialFirst-time trigger. Opens the handbook topic Settlement Expansion.FirstItem_GoddessTears
Unit Death and Bodies
ALERT_Tutorial_DeadUnitTreatment
TutorialFirst-time trigger. Opens the handbook topic Unit Death and Bodies.FirstSettlementCorpse
Task Priority
ALERT_Tutorial_TaskPriority
TutorialFirst-time trigger. Opens the handbook topic Task Priority.QuestFinish_Main6
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